Skeletal Protector
All: At 50% and 30% health he becomes immune and spawns Skeletal Protectors, two at 50% and three at 30%. Kill them to continue.
All: At 50% and 30% health he becomes immune and spawns Skeletal Protectors, two at 50% and three at 30%. Kill them to continue.
All: Stay close to him, even as a ranged character, or he charges at you.
All: Dodge roll or block Shield Throw. It hits twice, once thrown and once on the return.
Tank: Pull the small Skeletal Archer and Sorcerer adds to the boss so they die to cleave.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only). Each Hard Mode boss has its own banner.
Tank: Block Laceration, her axe cone attack. It deals little damage when blocked.
Tank: Block or fully avoid Shadow Cleave's lane effect; it deals heavy damage.
All: Death Knell hits everyone and applies a Condemn damage-over-time effect. Cleanse it if you can.
All: Move out of Swirling Darkblades before it fully expands and drops.
All: Stack inside the yellow Execute circle with everyone else. This divides the jump damage so nobody dies alone.
All: Avoid or dodge roll through Spike Traps. She triggers them at 75%, 50% and 30% health, plus smaller random ones, and they leave a bleed.
Tank: Interrupt the Albus Jailers.
Dps: The boss is immune while adds are alive, at 75%, 50% and 30% health. Kill them quickly and avoid the Torturers' frontal cone.
Tank: Move out of Soul Shatter's effect. Its damage increases each tick and can eventually kill even a tank outright.
All: Dodge the flying haunted object marked by a red circle above your head. It deals little damage but stuns and knocks you down.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only). Each Hard Mode boss has its own banner.
All: Do not touch the Storm Bolt effect; touching it chains lightning to everyone.
All: During Iron Charge the boss is immune and leaves fire effects while charging around. Stay out of his path.
Dps: Bring the spawned Iron Atronach Spiders to Lucilla's Frozen Dome; it slows them and makes them take more damage.
Healer: Heal through Blackspine Curse's heavy damage-over-time effect on whoever it is cast on after Iron Charge ends.
All: Avoid the Racing Flames salamanders, or overheal through them if you cannot.
All: Move off the attracted-lightning effects that spawn under everyone during Lightning Rod Slam; they stay in place.
Dps: Kill Simulacrums, roughly 94,000 health, which spawn below 40%, immediately. Their ranged firebolts escalate and eventually become lethal.
Healer: Catch the Coruscating Orb by stepping into its effect, taking one zap, then walk it slightly away from the boss so melee do not have to move.
All: Move off Pool of Grief immediately; it deals heavy damage.
All: Block, dodge or shield through Overwhelming Sorrow's 8-second uninterruptible barrage to ease the healing load.
All: Avoid the bouncing Vicious Denial effects; they apply a snare on top of moderate damage.
Dps: Kill the Shadowy Duplicate, roughly 338,000 health, quickly when it spawns.
Tank: Stand still during Echoing Pain; the cone follows you.
Healer: Stand behind Eliana, out of the Echoing Pain cone that follows the tank.
Dps: Stand behind Eliana, out of the Echoing Pain cone that follows the tank.
Hard Mode: Activate the Challenge Banner near the boss before engaging (Veteran only). Each Hard Mode boss has its own banner.
All: Watch for the safe gaps between the six telegraphed sword effects, or block Six Sword Assault. It also throws extra fireballs and creates a large discharge effect during the Fire and Storm phases.
Tank: Hug the edge of Vortex's growing effect and block. It also drops small elemental effects during each phase (Hot Foot, Shocking Beam), so move off those.
Tank: Block Coordinated Slash; do not dodge it, as dodging enrages the boss for 30% more damage. Blocking gives you Rattled (70% less damage done, 40% more taken) and Hindered (healing absorption), so call for heals.
Healer: Heal through Hindered on the tank after every blocked Coordinated Slash. It is a healing-absorption debuff that cannot be cleansed.
Dps: Pick up the Fire Orb immediately after killing a Fire Atronach, at 95%, 90%, 80% and 70% health. It applies a 15-second Ignited damage-over-time effect to you, so only kill as many Atronachs as the healer can handle at once.
All: Stand fully inside or fully outside each Fire Storm's circling path; it does not despawn for the rest of the fight.
Dps: Wait for any active Ignited effect from a Fire Orb to expire before picking up a Frost Orb; the Fire and Frost effects explode if they touch. Pick it up immediately once safe (a 15-second Freezing Death effect).
All: At 55%, 35% and 5% health the arena edges freeze and temporarily shrink your space. Stay near the centre until it thaws.
Dps: Pick up the Shock Orb immediately when it drops (a 15-second Storm effect). The same healer-pacing rule as the Fire and Frost Orbs applies.
Dps: Interrupt the Storm Atronachs' Impeding Storm cast.
All: Thunderstrike hits everyone and cannot be avoided, only mitigated. Do not stack on other players, stay still, and block or shield if you can.